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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_SendData">FSOUND_SendData</A></H2>
DMA's data from EE to IOP.<BR>
For DSP and stream callbacks use this function to get data to the IOP.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_SendData</B><B>(</B><BR>
<B>void *</B><I>iopaddr</I><B>,</B><BR>
<B>void *</B><I>eeaddr</I><B>,</B><BR>
<B>int </B><B> </B><I>lenbytes</I><B>,</B><BR>
<B>signed char </B><B> </B><I>wait</I><B>,</B><BR>
<B>void (*callback)(void *</B><I>param)</I><B>,</B><BR>
<B>void *</B><I>param</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>iopaddr</I></TD>
<TD>destination IOP Address.<BR>
</TD><TR VALIGN=top><TD><I>eeaddr</I></TD>
<TD>source EE Address.<BR>
</TD><TR VALIGN=top><TD><I>lenbytes</I></TD>
<TD>Length of data block in bytes.<BR>
</TD><TR VALIGN=top><TD><I>wait</I></TD>
<TD>TRUE or FALSE value to determine wether to wait on the completion of DMA or not.  Set to 0 from callbacks.<BR>
</TD><TR VALIGN=top><TD><I>callback</I></TD>
<TD>Callback for completion of DMA.<BR>
</TD><TR VALIGN=top><TD><I>param</I></TD>
<TD>User data that will get passed back to the end of DMA callback.<BR>
</TD></TABLE>
<H3>Return Value</H3>
src and lenbytes must be 16 byte aligned.<BR>
<H3>Remarks</H3>
Usually only used with a user stream callback, to get your user data to the IOP address that FMOD provided.<BR>
You can also allocate some IOP memory with FSOUND_IOP_Alloc if so desired.<BR>
___________________<BR>
Supported on the following platforms : PlayStation 2<BR>
<H3>See Also</H3>
<A HREF="FSOUND_IOP_Alloc.html">FSOUND_IOP_Alloc</A>
, 
<A HREF="FSOUND_Sample_Lock.html">FSOUND_Sample_Lock</A>
, 
<A HREF="FSOUND_Stream_Create.html">FSOUND_Stream_Create</A>
, 
<A HREF="FSOUND_STREAMCALLBACK.html">FSOUND_STREAMCALLBACK</A>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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